1 Idol of Oblivion

Ainok Guide Analyze the Pollen Archdruid's Charm Attune with Aether Beanstalk Giant Beneath the Sands Bioengineered Future Black Chocobo Borderland Ranger Boseiju Reaches Skyward Brave the Wilds Bushwhack Caravan Vigil Centaur Rootcaster Civic Wayfinder Colossal Collision Coming Attraction Cosmium Confluence Crop Rotation Cycle of Renewal Dance of the Tumbleweeds Dawntreader Elk Deep Reconnaissance Dig Up Diligent Farmhand District Guide Double Play Druid of the Emerald Grove Earthbender Ascension Edge Rover Edge of Autumn Elanor Gardner Elfhame Sanctuary Elvish Reclaimer Emergent Sequence Encroaching Dragonstorm Entish Restoration Environmental Scientist Evolution Charm Far Wanderings Farhaven Elf Flare of Cultivation Font of Fertility Forceful Cultivator Frontier Guide Gaea's Balance Galactic Wayfarer Gatecreeper Vine Giant Ladybug Glacier Godmaw Go Forth Greater Tanuki Greenseeker Grow from the Ashes Growth Spasm Harrow Heaped Harvest Herd Migration Hiveheart Shaman Horizon Explorer Horizon Seeker Huatli, Poet of Unity Into the North Invasion of Zendikar Journey for the Elixir Khalni Heart Expedition Kodama of the West Tree Krosan Tusker Kyoshi Island Plaza Land Aid '04 Land Grant

Part of what makes Narset great is blues ability to tutor cards to the top of your deck and stack the top four so you can continuously hit your target spells
Even in Commander, the card can put in some serious damage unless your opponent is willing to trade three mana to remove it
Venom, Deadly Devourer Venom, Deadly Devourer takes a big seven mana before you exile any creature from graveyard, but the growth on the vigilant Venom is supervillain-strong
Looking at Hiram Flaversham Toymaker and the Pawpsicle/Fortisphere combination, it allows that same card draw advantage in a color not designed for the mechanic, The real problem here though, is that your opponent usually has no answer to the 6 Willpower Hiram this early in the game, or no way to remove items that early before the Hiram combo is pulled off and your opponent has a three card advantage against you by turn four